Apologies on the delay, but I figured I was going to have to argue a lot in the point-by-point breakdown, but as it turns out that didn't have anything to do with what I was saying anyway.
The marketing, of course, certainly not restricted to TV ads. Considering the posters that are plastered across the front of almost every game store, they're just concentrating the way most game companies to--specifically targetting the audience. Attractive games get them to but the box, and where else do they go to get the games? Hehe...
Indeed, but none of us know what they've spent nor how they're continuing to spend, and no one is claiming to know exact figures right now. The only thing we've got are "announced intentions" and our own hypotheses.
Maybe, but MS also knows that the only way to GET their installed base higher is to not back down from their plans--perhaps kick them up a few notches since the "online revolution" doesn't seem to be picking up steam too quickly.
Obviously if the sales are slower the hardware costs from the setup packages are less, but how much will anything else be? I imagine they will continue pushing hard and offering incentives to developers-- as well as donating dev time to help--and making sure all the servers for all the games are set up and ready FOR people regardless. I don't think bandwidth costs will be at the forefront.
No one has claimed that, and it's been clarified since page one. Cyba thinks they may well have spent a majority of it already (which could be anywhere between $501m and the full amount), or at least "could see" it. THIS is certainly a dead horse that should stop being beaten.
Since no reports specified this, we don't really KNOW that "joins" is any qualification whatsoever.
It's not like the moment a new Live user logs on MS goes "whelp, time to spend another $40-50 dollars on him!" It all depends where the costs are.
You're actually the only one to use "fact" in your commentary: Xbox live didn't cost a billion dollars to create, setup or operate, get your facts straight. And your fixation on this is going nowhere, since all this was clarified since page one. Cyba indeed restated that the investments were over fives years and that he thought it likely that the bulk has already been spent at this point. You can argue figures and likelihood, but no one has been arguing facts or specifics, though you have used the term to denegrate opinions.
This is the kicker, and I hope the LAST TIME we see this bandied about: he has not. Neither stated it as known fact, nor said for Xbox alone. If you want to apply his BULK comment on his OPINION to the $2 billion figure, then that applies to more than Live as has been already shown.
So then doesn't that make it LESS like a MMORPG since they DO run on tons of servers for their game?
...while Microsoft has been trying to meld an entire industry of developers to its plans, not to mention specific designs and quality demands. And I rather doubt MS wants to build a system that would have the continuing bandwidth demands, support costs, and developmental upkeep as a MMORPG does.
And I rather doubt MS wants to build a system that would have the continuing bandwidth demands, support costs, and developmental upkeep as a MMORPG does.
I've already said that "invest" means many different things, and since we don't know what costs they actually have involved and all pretty much KNOW that their running costs are more forgiving than other online games that charge monthlies, from what WERE they establishing that $1 billion figure from in the first place? And though personally I think we're behind their expected rates, we won't know until June 2004 how it lines up with their predictions (1 million subscribers), and though I don't think they'll get anywhere near their predicted 10 million by 2007, we are still not too far from their running charts so far. (Except for their service price, of course.)
And since we all agree that bandwidth and running charges shouldn't be too cumbersome at all, and not out of line for developers/companies who provide it freely, then obviously to state ANYTHING CLOSE to the amount they have, there are many more logistics involved having nothing to do with their active subscribers' needs.
Qroach said:Ok for one thing I think you're quite a bit out of line here. First arguing on behalf of cybermec and then putting words in my mouth!
qroach said:So if MS wouldn't want to build a system that had the continuing bandwidth demands, support costs, and developmental upkeep as a MMORPG does, they how could they ANYONE think that MS has spent a large portion of 2 billion dollars on even a billion dollars until this point?
qroach said:There you go again with comments like "meld an industry of developers to it's plans" I still fail to understand what you mean by that, because that's not what they do for the development community.
qroach said:The article only suggests that xbox live is a billion dollar + gamble.[/url]
Of course you're not "gambling" what you're not spending. I'm still unsure of the source people are using--I think many are basing off Microsoft "pre-announcements" and to some Xbox webcasts they hosted around that time. But whatever Microsoft DID say, they certainly WANTED people to know they were investing heavily in Xbox itself and especially Xbox Live. And absolutely no one thus far has gone under $500 million just for Live, which is STILL far over what you're still trying to portray. And many different sites from many different angles are coming to that range on their own--not from any central article. (In fact, there are too many using "$2 billion" and "much of that" regarding Live that there's a high likelihood those words were in MS's announcement.)
Qroach said:The main reason I compared it to an MMORPG, is to show how games like everquest and it's 250,000-300,000 users has more to it's creation and service then something like Xbox live does,[/qroach]
I certainly won't agree on the "creation" part, and after thinking about it I'm starting to disagree on the "service" part as well. They are differently-natured, and though there are many parts where Live will cost much less, there are also many more things it aspires to that MMORPGs barely touch upon. MMORPGs have just now started to touch upon beaking language borders in other than minimal ways, while Live has been pushing to global scale since phase one, and wants speed, service and support to match. MMORPGs shrug off anything ISP-related as out of their hands, while Microsoft undoubtedly wants to work with all the major ISPs in their markets to make sure Live is up to quality standards. MMORPGs compete against each other and have nearly universal levels of cost and support, while Live is stacked up against a larger, free opponent and gamers that are primarily playing for free on PC as well, so not only do they have to "balance" themselves to a zero-sum, but they have to press harder to develop Live features to make it stand out to JUSTIFY people subscribing to them. MMORPGs don't really have to bother with relations to anyone but themselves and their community, while Live strives to increase relationships and acceptance and support to every developer it can in every market it wants to enter.
In all, I'm just forced to believe there is FAR more "cost" involved on a myriad of different levels than just hooking up connection servers, paying bandwidth, and routing support calls through pre-existant channels.